I’m trying to create homing particles, I am currently spawning 10 particles and I want each of these ten particles to target ten moving objects. I could only get them all to target one.
How can I make them “Unique” of sorts and give them individual targets?
Is there a straight forward way to do this? Is it at all possible in the system?
I wouldn’t wish to do that otherwise I might as well betetr be off using actual projectiles with blueprint code.
There must be a better way to do this, maybe assigning Id’s to particles somehow and telling each ID its custom target through vector world location?
Sadly i’m still just starting up with Niagara and with littl to no resources out there it is very hard to get the grasp of things.
I will appreciate any help here.
One other thing I noticed is that “Death event” is not working in my setup.
I have a main particle that travels and then gets killed when it reaches the target, I have Generate death event on this particle setup.
In my second event I have a burst particle with “Recieve death event” , but for some reason its not working as intended, the burst happens once during particle spawn and on one particle and then nothing.
I’m quite aware of the total lack of docs for this. It’s one area where Epic could really clean up.
The problem is, you’ll need to pass the actor’s location to the system and move each particle separately.
I think you can do it with Niagara arrays, but could be wrong. Give each particle an ID and keep their location in an array. The blueprint containing the system can pass the actor locations into the system.
Either way, get ready to write your own module for particle update position
I recall this vid on arrays, not really relevant, but may be of some help:
I really wish Epic devs can jump into such situations and say here’s how it is and then add that to the sample scenes and events that they have in the engine.
Nothign better than an actual working example, becuase writing anything at this stage would be pure guesswork.
Yes, it kinda makes sense, but for instance, the init module has to run for many frames to have an effect. The overall logic of the module system is never explained anywhere…